Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9800 GT 1GB has a GPU core speed of 600 MHz, and the 1024 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also is comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare that to the GeForce GT 430 1GB, which features clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 96 SPUs as well as 16 Texture Address Units and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 9800 GT 1GB should perform much faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB is much (approximately 200%) better at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 9800 GT 1GB is superior to the GeForce GT 430 1GB, and very much so. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the max amount of information (in units of MB per second) that can be moved past the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.